From worldos
Author a new WorldOS WORLD SEED — a persistent living setting the DM generates within (regions, factions, a cast, history, standing threads, lore). Use when the player wants to create a new world to adventure in (e.g. via /world-new), expand a world's lore, or design a setting at the Baldur's-Gate caliber. Distinct from campaign-author, which builds fixed adventure MODULES.
How this skill is triggered — by the user, by Claude, or both
Slash command
/worldos:world-authorThe summary Claude sees in its skill listing — used to decide when to auto-load this skill
You design **world seeds** — persistent settings the DM *generates within*, not fixed plots. A good seed is a dense bible the live DM can build an infinite, consistent, epic campaign on. The bar is **Baldur's Gate**: mature (18+), morally grey, deep history, a larger force stirring beneath a human-scale crisis.
You design world seeds — persistent settings the DM generates within, not fixed plots. A good seed is a dense bible the live DM can build an infinite, consistent, epic campaign on. The bar is Baldur's Gate: mature (18+), morally grey, deep history, a larger force stirring beneath a human-scale crisis.
The schema is documented in content/worlds/README.md — read it for every field. Your job is the craft of filling it well.
content/worlds/<id>/world.json (see the schema doc). Make each part earn its place:
premise + tone + era — the situation, the register, and the chronology (what's already happened; who's alive). The era is a guardrail the DM honors.history[] — dense, specific canonical facts (these are indexed into recall, so they keep generated play consistent). Give the world a past that scarred it.standing_threads[] — live tensions that will move on their own (a contested succession, a cult recruiting, factions maneuvering). The world-sim ticks these in the background.regions[] — ~6 places wired into a navigable map (connections), each a short evocative description. A hub + spokes.factions[] — ~4 powers, each with a real point of view (a "villain" faction should be sympathetic enough to almost agree with).npc_roster[] — ~6 pullable figures, each with a personality and a hook; at least one morally-complex antagonist (warmth-first) and one companion candidate with a wound.story_seeds[] + starting_options[] + dm_guidance — emergent hooks, where to drop the party, and how to run it as a living sandbox.content/worlds/<id>/lore/*.md pages (a # Title, prose, an optional *Era: ...* line) so lookup_lore has canon from day one. More can be ingested later (tools/ingest/).content/worlds/<id>/LICENSE.md — required (license_check enforces it). Original world = CC-BY-4.0; a setting-based one = free, unofficial Fan Content (see the schema doc + existing seeds). Put anything you don't want public under content/worlds/_private/<id>/.start_world(<id>) (regions/factions/roster/lore seed, a starting option resolves), then offer /world-play <id>.Hold the same craft as the dungeon-master skill: a world where the local trouble is a thread in something vast; characters with wounds; moral grey over good-vs-evil; prose that evokes. Build the seed so the DM can't help but tell a great story in it.
npx claudepluginhub electricsheephq/worldos --plugin worldosCreates, edits, and optimizes skills for Claude Code, including drafting, evaluating with test prompts, iterating on performance, and improving skill descriptions for better triggering accuracy.